So first setup the binding
MoveActionBinding = EnhancedInputComponent->BindActionValue(MoveAction);
where
FEnhancedInputActionValueBinding MoveActionBinding;
is declared in the header file
Then you can get the value by doing :
UEnhancedInputComponent* PlayerInputComponent = Cast(InputComponent);
if(PlayerInputComponent)
{
return PlayerInputComponent->GetBoundActionValue(MoveAction);
}